Category Archives: Dramatica

Dramatica is a theory of narrative structure that became the basis for Dramatica story development software. This category covers all things Dramatica from the practical to the science behind it.

Browse through the articles or use the search box at the top of the page to find just what you are looking for, and may the Muse be with you!

Origins of the Dramatica Theory of Narrative Structure

By Melanie Anne Phillips

Many people have asked how we came up with the Dramatica Theory. Well, it didn’t happen all at once.   In fact, it was a three year full-time effort, 8 hours a day.  In going through my archives, I just discovered four hours of recordings we made in 1991 to document our very first attempt at a “complete” theory – kind of a unified field theory of story.

Of course, the theory continued to evolve for another three years until we finally published our findings.  So, the Dramatica you know today, is quite different in many ways than what you will hear on this recordings.  Still, they provide a checkpoint right in the middle of development – the equivalent of a “paper trail” that documents how we got from our original view of story to the model of narrative structure we ultimately created.

So, here for the curious and/or for posterity are all four hours of audio, unedited, in mp3 format, divided into 8 parts. Enjoy!

Origins of the Dramatica Theory – Part 1 of 8

Origins of the Dramatica Theory – Part 2 of 8

Origins of the Dramatica Theory – Part 3 of 8

Origins of the Dramatica Theory – Part 4 of 8

Origins of the Dramatica Theory – Part 5 of 8

Origins of the Dramatica Theory – Part 6 of 8

Origins of the Dramatica Theory – Part 7 of 8

Origins of the Dramatica Theory – Part 8 of 8

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When Dramatica Was Young

Here’s the transcript of a talk on Dramatica I gave in 1997 – another archival discovery on some old back-ups of a long-ago computer that no longer exists…

LAAC Conference Room Transcript

A Meeting with Melanie Anne Phillips

February 23, 1997

Moderator

Today’s meeting is a moderated interview with Melanie Anne Phillips. This is a private conference open only to members of Word Spinners’ Ink and the Internet Chapter of Sisters in Crime.

Please join me in welcoming Melanie Anne Phillips. Melanie is co-developer of Dramatica, both an extensive theory of story structure and a popular line of software products that use those theories for story creation and development.

In addition to co-developing Dramatica, Melanie is the former Director of Research and Development at Screenplay Systems, Inc. Prior to her association with Screenplay Systems, she amassed some 200 credits in non-union film production, including the directing of two independent features, editing of features and larger budget industrials, and writing work for various productions ranging from features to television commercials.

Melanie, do you have any opening comments you would like to make before we start accepting questions?

Melanie

Well, greetings to everyone, and thank you all for driving so far to be at this conference! I hope you find it useful and interesting, and feel free to ask me anything (within reason!)

If you like, I can just jump in and talk about the theory and software…

Moderator

Melanie, we have two Dramatica owners in the Room. For those who aren’t, can you summarize how Dramatica, the software, is intended to function as a story aid?

Melanie

Sure, Mr. Moderator…

Most tools for creating stories mix up the story structure and the story telling. They are blended together, making for a good description of the finished story, but hard to use for creating one. So, the first thing the Dramatica software does is separate the two into completely different stages of story construction.

Now, this is not how authors normally operate. We come up with a bit of dialog, a setting, a piece of action or a favorite concept, and off we go without even considering if it is structure or
storytelling technique.

So, in that respect, Dramatica takes a bit of getting used to, but when you consider that West Side Story and Romeo and Juliet have almost the same structure but completely different storytelling, then you can see the advantage in the writing stage to separate them.

Now, if you are looking just at structure alone, it is a very bare-bones affair There is none of the flavor of the story, but just a raw skeleton. For example, we might say that structurally, the goal of a story is “Obtaining” something. But Obtaining WHAT? The WHAT would be the storytelling. It might be to Obtain a diploma, someone’s love, the stolen treasure, etc. But in each case, the structure is about Obtaining.

It is this underlying deep structure that determines the “mind set” of a story. For example, a story with a goal of “Obtaining” would be structurally different from a story with a goal of “Becoming” something. But either of these could be expressed in an infinite number of ways through storytelling.

Now, the Dramatica software says, instead of looking at a story as a series of events that leads from one point to another, look at stories more like a sphere made up of interconnected storypoints. In fact, to make sense, story must be three dimensional, rather than simply linear. In this way, you can wrap around an idea and explore it fully.

If you take the linear approach, you have a “tale” rather than a story, which is not bad, but just more simple. A tale says that this event led to the next and the next and ended here. It
works as long as the chain is unbroken in both logic and feeling.

A Tale is just a “statement”. But a Story is an “argument”. A story must show context, and examine the issue from all sides, rather than just one. If a point of view is left out, it becomes a plot hole, an inconsistent character, or a warped theme.

The Dramatica software has in its memory, a model of the storypoints that make up the sphere of an argument, as if it were one of Bucky Fuller’s geodesic domes. This model is much like a Rubik’s cube… It has specific pieces that must show up in every story, but they can be arranged in a myriad of ways and still remain a viable cube or a viable story argument.

By making choice about how dramatic items should come into conjunction to create
potential, an author uses Dramatica to arrange the story’s structure while
always maintaining a valid story argument.

Moderator

Thanks, Melanie. THAT gets off and running.

Nancy

Melanie, can you explain the differences between Archetypal and complex characters for us?

Melanie

Sure. In a nut shell, all characters, be they Archetypal or Complex represent different elements of the drama that must appear in all stories. In a sense, these Elements can be arranged in something of a Periodic Table of Story Elements. When you put all of the elements that fall in the same family into a single character, you have created an Archetype. When you distribute elements from the same family in different characters, they become Complex.

In either case, the same dramatic functions must be performed, but it is just a question of who is going to do it. The advantage to archetypal characters is that the audience will assume
archetypal unless told otherwise by the author.

So, rather than having to illustrate each element separately, you can illustrate only the family the archetype belongs to, and the audience will assume the rest, giving you more media real estate for other things, like special effects or theme. The disadvantage is that the archetypes are so evenly constructed internally, there are no surprises there..

Nancy

You wouldn’t want conflicting elements in the same character, would you? I mean, would you want a skeptic or also sometimes functioned as a sidekick? Wouldn’t those be mutually exclusive, or would they?

Melanie

Well, there are some elements that mix to create sparks, and others that work more like oil and water. In Dramatica, we have charted out the Periodic Table of Story Elements to help us determine which characteristics will successfully go together and which won’t.

In Dramatica, families of elements fall into “Quads”, such as “Pro-action, Re-action, Inaction, and Protection”. The point of the whole quad is to illustrate how, in this particular story, these different approaches fare against the story’s problem. A rule of thumb it, that no single character should contain more than one element from the same quad.

It is important to note that this does not prevent internal conflict. Dramatica separates characters into two types: Objective and Subjective. Objective characters are like – suppose a general is watching a battle from a hill and sees the soldiers down below. He can’t tell who is who as individuals because he is so removed from the situation. But he can identify them by function. He’ll see the horse soldier and the cook and the guy leading the charge. To fulfill their “story function” each character has a job, or jobs. The jobs need to be consistent with one another to make any kind of sense.

But, if the audience swoops down and occupies the shoes of one of the soldiers on the field, we get a second kind of character – the Subjective character, who represents a point of view, rather than a function. Note that a single “player” on the field can function as an Objective character and also represent a point of view.

The Subjective aspect is where you see the pathos of inner conflict and changing attitudes. The Objective aspect is where the structural integrity of the argument is maintained in a logistic sense.

So, in this manner, a “Hero” is a Protagonist (objectively) who is also the Main Character (subjectively), but there is no reason why the audience cannot be positioned elsewhere. We may want our audience to see things from the water boy’s position rather than from the quarterback’s.

rick

Hi, Melanie . . . we also have a couple Collaborator owners on board here today, and the debate has been mildly ranging for a couple months now about the pros and cons of both. Your opinions, if you’re familiar with Collaborator?

Also you may want to comment on the differences between Dramatica and Dramatica Writer’s Dream Kit, and what you really get for the extra money in the full Dramatica system.

Melanie

Okay, this is a multi-part question. Collaborator, and the two version of Dramatica. Here goes…

I know the Collaborator creators. Sadly, once of them recently passed on. Collaborator bases its approach on Aristotle’s “Poetics”. It asks a series of questions that are really good ones every author should know about a story. It also provides tools for organizing material in a storytelling sense.

Where it differs from Dramatica, is that although it is a useful organizational tool, it doesn’t tell the author anything the author has not told it. In contrast, Dramatica’s “Story Engine” is not a data base, but a “live” model of the relationships among dramatic elements. That is the real value of the software and what sets it apart from anything else. As an author answers questions about the story, the story engine begins to “predict” other dramatic items that must also be present as a result of those choices.

In fact, with as few as 12 questions (the 12 essential questions) Dramatica can predict a complete dramatic argument. Now, I know that is a way out statement, but here is why it works…

Some choices about a story have only marginal impact on the structure, others have wide ranging impact. You can approach Dramatica’s sphere or Story Engine in any order through the
dramatic items. For authors who like to sculpt their stories, they can choose more nuanced
dramatics to play with, and slowly build up a complete structure.

But for those who know what they want and wish to get right to the point, they can answer the 12 essential questions and have enough broad influence to have predicted all else that must follow.

So, although Collaborator is very good in making sure you cover your bases and in making you think, Dramatica is more like a knowledgeable critic who will make suggestions and notice when you leave something out or put it in the wrong place.

The difference between DreamKit and Pro is simply how many dramatic story points the engine gives you to work with. The both have the same engine, but Pro accesses more story points than DreamKit, making it more complex, and more powerful.

And of course, Pro costs more than twice as much as DreamKit!

rick

That answers a lot . . . I never really thought Dramatica and Collaborator were mutually exclusive, and I’ve been using Collaborator successfully as a thought organizer. The only other concern/question I have about Dramatica is what appears to be a relatively high learning curve. This learning curve has elicited a somewhat negative response with some reviewers of the software. Would you care to comment?

Melanie

Well, nobody ever said story structure was a simple thing. When you see it as a flexible structure, it becomes both simply yet complex in its variety. Dramatica was not built to make writing easier, but to make it harder, by forcing the author to address ALL the issues that can undermine a solid structure.

Because of its range and depth, to understand all the elements at work requires a LOT of study. But, none of us learned to ride a bike or use a word processor in a snap. Believe me, if we could make it less extensive and still have it be as accurate, we would, but the human mind is not that simple an affair, and stories must fill the human mind.

Leila

I went through several storyforms before I narrowed things down to one that seemed to work. In the final storyform (which I approached through the Story Engine from the middle out), Dramatica automatically assigned a Purpose characteristic to both my Main and Obstacle characters. How common is this, and why didn’t it happen with the preceding storyforms I tried?

Also, according to the “Quad” structure, my MC’s Purpose fell under Skeptic, and my OC’s Purpose fell under Emotion. Does this make sense, and will it work?

Melanie

Well, I’ll need a little more information here. Also, the answer may be a little too specific for the general audience, but here is a bit of info that might help…

For those who don’t know, Dramatica sees all complete Objective characters as having four aspects: Motivations, Methodologies, Purposes, and Means of Evaluation.

Each of these four aspects will have its own set of elements. But, which elements fall in which set is not always the same, as it depends upon other dramatic choices.

When you are creating a dramatic structure, there are two special characters that rise above simply being functions. One is the Main Character, representing the audience position in the story, and the other is the Obstacle Character, representing an alternative paradigm to the Main Character’s belief system.

One of the things that connects the Objective and Subjective stories dramatically, is that the issues over which Main and Obstacle diverge are elements which form the heart of their personal issues and also appear in the Objective story overall.

So, when you create a storyform (structure), it will include in it the Main and Obstacle Character’s personal problems. Since those problems show up in the Objective story, the
Main and Obstacle characters must represent those issues in the overall plot as well.

And that is why you will find that certain elements in building your characters are already assigned to your Main and Obstacle. Hope this clarifies
it.

sweeney

Two questions:

1) How does Dramatica compare to StoryLine Pro?

2) A while back you spoke of a three dimensional matrix of plot points that form a sphere. What are these plot points and how does Dramatica help the writer merge them into a story?

Melanie

Tom, here’s the answer to question one…

I also know John Truby (creator of StoryLine Pro), as all us story folk hang out at the same conventions! StoryLine Pro is based on John’s classes in story structure. His approach is not so much an overall theory, but a series of really useful tips – templates, if you will, that form the foundations of successful story structures. His templates combine both the story structure and the storytelling to an extent, so that you efficiently create both at the same time. This is much more the manner in which writer’s normally work, rather than Dramatica’s approach to separate the two.

The advantage to John’s system (StoryLine) is that it gives you a solid road map. All you need to do is follow one of the templates and you will arrive at a well structured story. The disadvantage is that if you want to do something even a bit off the path, there is no accommodation for that, and no way to predict what kind of dramatic impact that will have on your overall story.

So, I suggest using StoryLine for telling those specific kinds of stories, and using Dramatica for stories that diverge from the beaten path. Dramatica will be harder to use, but offer more opportunity for doing something different.

Now, for the answer to question 2 – Dramatica story points, what are they and how Dramatica helps writers merge them into stories…

There are over sixty story points in the current Dramatica software. Why this number? It depends on how “refined” you make the framework around your story as to how many “joints” you need where dramatics intersect.

The current version of the software is designed for creating the amount of detail needed in a story of novel or screenplay length. These story points (called “appreciations” in Dramatica) include elements of Theme, Genre, Character, and Plot. To name some, there will the story Goal, Requirements, PreConditions, and PreRequisites. There will be the Main Character Domain (where the point of view resides). There will be dynamic appreciations such as “Does the Main character CHANGE or REMAIN STEADFAST in his or her belief system by the end of the story?”

You will encounter the Thematic RANGE and COUNTERPOINT, a choice of TIMELOCK or OPTIONLOCK to draw the story to a conclusion. There are many more, of course, but you get the idea. Now to merge them into a story, first you take the raw appreciation in your structure, such as the example – a goal of “Obtaining”, and flesh it out into a real story item in storytelling.

To assist you in this, Dramatica has given each story point its own window in the software with a series of buttons to help. The buttons bring up examples of short dramatic scenarios using each story point. Another button shows you any well-known stories which have been analyzed and use that same story point the same way.

There is a button for the theory behind why that story point even exists, and another usage button to show how to employ it. Overall, there are literally thousands of examples and help scenarios, for these items. Finally, to merge them into the linear progression of your story, there is the StoryGuide, which will take you through the whole process of turning a holistic structural model of your story into a progressive linear pathway, much like unraveling a ball of twine into a long string. Hope this answers your question.

MaryO

Melanie, this has been terrific. But could you explain more about which elements
are in DreamKit and which are reserved for Pro?

Melanie

Sure! First of all, they both have the same engine running the software. Pro just “taps” it at more points. They also both have the exact same StoryGuide book and path, so new users can
get right into it. Pro has additional appreciations and more examples.

Some of these appreciations unique to Pro are:

The CATALYST that gets each throughline moving when it bogs down. The INHIBITOR
that slows things up. These two work like an accelerator and brake pedal on your
story’s plot.

There is the Main Character’s UNIQUE ABILITY which makes them uniquely able to
solve the story’s problem – if they make the right choice!

Balancing that is the Main Character’s CRITICAL FLAW which always screws them
up, just when they almost get things solved.

In addition, DreamKit allows only for character Motivations, and not the other three aspects.

Also, PRO dynamically determines the kinds of relationships which will exist among your characters.

There are a few other bells and whistles to Pro. but I would say that DreamKit
has everything you need for the average novel or screenplay, Pro is more geared
toward heavy character oriented stories or those with complex plots.

Moderator

Melanie, on behalf of everyone, thank you very much for taking time to be with
us today. It was an informative session.

Melanie

And thank you, Ed et al, it has been loads of fun!

Nancy

Melanie, this has been wonderful! I appreciate so much your taking the time to come here. I’d just like to say here that I’ve learned more about story structure using Dramatica for the last two months than I have in the last 5 or 6 years of reading books about writing, taking writing classes and workshops, and writing.

Let me echo that sentiment. I’m *still* learning. It’s tough work, but every time a door opens, it leads not to a room, but to an entirely new corridor. It’s really, really, helpful. And bless you for putting up the worksheets. I’d already typed them into Winword, but having them on the website is terrific for those who haven’t!

Let me also lead a long, sustained round of applause for the creator of this conference center and our moderator today. Thank you, Ed. We’re much richer because you’re with us!

*******

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What is Dramatica’s Quad?

By Melanie Anne Phillips

Here are some clues for all you Dramatica theory hounds…

Strong, Weak, Electromagnetic, Gravity

Solid, Liquid, Gas, Plasma

Mass, Energy, Space, Time

Universe, Physics, Mind, Psychology

Knowledge, Thought, Ability, Desire

Noun, Verb, Adjective, Adverb

The same relationships among them, repeated in different subject matter context.

Reflective not of the items but of the way the mind organizes the items.

Therefore reflective of the patterns not of the observed, but of the observer.

This group of interrelationships is the basis of the quad.

It is described by a series of equations.

One of the equations is the psychological equivalent of E=MC2

Each quad is a dramatic circuit in fiction or a psychological circuit in the real world

The items in a quad can be seen as Potential, Resistance, Current, and Power (dynamically).

The items in a quad can be seen as 1,2,3,4 (sequentially).

The items in a quad are not objects but processes.

The Dramatica chart is a periodic table of psychological processes, treated as objects, as in object-oriented programming.

Each quad has a pair that is seen as made  up of discrete items.

Each quad has a pair that is seen as two items blended into one.

There are three kinds of pair relationships in each quad – Dynamic (diagonal), Companion (horizontal), Dependent (Vertical).

The three kinds of pairs correlate to sine, cosine, tangent.

Each kind of pair has two examples – one positive, one negative

There is a fourth relationship in a quad – whether the items are seen as four individual items or as a single family of similar items, such as “This IS the United States” or “These ARE the United States”

This fourth relationship goes beyond the trigonometry functions with a fourth function that moves imaginary numbers into the real number plane since time is part of the equation.

The quad is the core and key to how the mind works and can be used to move beyond artificial intelligence to create artificial self-awareness.

There is much, much, more than this.

Download the Free Dramatica Theory Book in PDF

Explore Beyond the Dramatica Theory Book

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What is Dramatica?

Dramatica is a new theory describing how stories work. It is also the name of a line of software products that help authors use the theory to design flawless dramatic structures for their stories.

The more you know about the theory, the more useful the software becomes. This book describes all the key concepts in the Dramatica theory and how to use them with the software.

Can you give a quick description of the theory?

Everything in Dramatica is built around a single central concept called “The Story Mind.” The Story Mind concept states that stories are more than a number of characters doing things in the plot with thematic values in a particular genre. Specifically, Dramatica sees every story as a model of the problem solving processes of the human mind. Characters, plot, theme, and genre are different families of thought that go on in the mind, made tangible, so the audience can watch the inner workings of their own minds to learn how best to solve different kinds of problems.

Characters are the motivations of the Story Mind. Plot represents the methods the Story Mind uses to try and solve the problem, driven by its motivations. Theme illustrates the Story Mind’s conflicting value standards as it tries to determine the best way to evaluate potential solutions to the problem. Genre describes the Story Mind’s overall personality: what kind of a mind is it, that is trying to solve this problem?

How can learning about the Story Mind help me write better stories?

For a story to feel complete to an audience, the story’s problem and possible solutions must be fully explored. If some point of view on the issues or some approach is not tried, then it will feel as if there is a hole in the plot or that there are inconsistent characters.

Dramatica theory has created a map of all the essential points of view and approaches. Each one needs to show up in order for the story to feel complete. So, by learning about the Dramatica theory, one learns how to create a dramatic structure without holes or inconsistencies.

Doesn’t this lead to a “formula” approach to story structure?

It would if Dramatica was just a checklist of points of view and approaches, but it is much more than that! Story structure is actually made up of Story Points. Each Story Point is made up of a point of view on a particular approach. The approach is what the audience is looking at. The point of view positions the audience in relationship to that issue. Together, they create perspectives, each of which is a different Story Point.

Just as in real life, there is more than one way to look at an issue, so too each point of view might be matched to any one of a number of different approaches. When you consider all the different kinds of perspectives (Story Points) that can be created, it is easy to see how Dramatica does not lead to formula stories. In fact, the Dramatica software can create 32,768 completely different dramatic structures, based on the number of Story Points it currently tracks.

Is Dramatica hard to learn?

The concepts aren’t hard, but there are quite a lot of them. This is because Dramatica describes all kinds of stories in great depth. Still, each concept you learn will be immediately useful even by itself in improving your stories. The more concepts you learn, the more you will begin to see how the underlying forces that drive stories actually work. For those who have the patience, you will eventually reach a point where all the concepts blend together in an intuitive understanding of stories that will help you channel your creative inspirations into meaningful directions.

Sounds like a lot of “New Age” mumbo jumbo. Is it?

Not at all. Since Dramatica deals with a model of the human mind and emotions, it is not surprising that it may seem at times almost philosophical. But the theory takes a more precise approach to its subject than philosophy. As an example, the Story Engine in the software that keeps track of the relationships among Story Points is so precise and revolutionary that it received a patent from the United States Government.

Dramatica is the first successful attempt to describe the relationship between what goes on in story structure, and what goes on in the mind. It offers insight into what needs to be in a story and why it needs to be there. By studying the theory and using the software you will learn to improve the structural foundation of your passionate expression as an author.

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A New Introduction to the “Story Mind” Concept

Narrative is not an artificial construct imposed on fiction or on events in the real world.  Rather, narrative is a description of how we go about solving problems, both as individuals and in interactions with others.

As individuals, we use all our faculties, such as “reason” and “skepticism” to evaluate our situation and determine the best way to improve it.  And when we get together in groups, we tend to specialize, so that one person emerges as the “voice of reason” for the group, and another as the “skeptic,” for example.

In this way, the perspectives and methods of our own individual minds are mirrored in the roles and functions of individuals in a group.  This results in a “group mind,” in which all members take different points of view on the issue in order to resolve difficulties of a common concern, just as individuals bring all available viewpoints to bear on their personal concerns.

In the following video clip from the “classic” original presentation of the Dramatica theory of narrative structure in 1999, you’ll learn about the core concept of the Story Mind and a whole new way of looking at stories and how they work.

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The Holistic Side of Narrative Structure

Dramatica is a theory of narrative that has a very specific model – rather like the DNA of narrative psychology.  But, the model is just the structural linear side of the theory – a way of visualizing how narrative works from a definitive, almost mechanical perspective, like a Rubik’s Cube of story or a Difference Engine of psychology.

But there’s the whole other side of the theory that hasn’t been much expressed – a holistic or analog side that is more attune with the processes and emotions of narrative psychology than the specific nexus points of a given structural storyform.

It’s about time to creative a more balanced view of what Dramatica really is, and how it really works.

So, here’s a concise little crash course on Dramatica from a holistic point of view…

To the heart of the matter, are you familiar with the initial psychological equation of Dramatica that started it all – K/T = AD?

The left side of the equation is all about logic – Knowledge divided by (or parsed) by Thought – K/T.  It’s how we reason.  But the right side is Ability multiplied by Desire, which created a product we know as Desirability.  It is all about motivation or drive – If Ability is zero, motivation is zero.  If Desire is zero, motivation is zero.  But for any non-zero value of both Ability and Desire, some degree of motivation is created.

When this equation came into my mind for the first time I thought it meant, “One side divides and the other multiplies.” But It turned out it wasn’t a math equation, but a logic equation describing a psychological balance. It reads like this: When Knowledge is divided by (parsed by) Thought, the result is balanced against Desirability.

What is means is that K/T is Knowledge divided by thought or deductive reasoning or, for practical purposes “logic” (or linearity).

In other words, a lot of folks would say, “Emotion does not figure in my logic – my logic is pure reason, critical thinking.” And they’d be right. But, we might apply our logic anywhere, so how did we end up thinking about this particular thing? Desirability.

In other words, logic may be pure, but what we use it on (as opposed to some other topic) is determined by desirability – emotion, holism, touchy-feely.

So, while logic is pure, the application of logic is not. But, that doesn’t put passion at 180 degrees away from logic, because it isn’t against logic, it just directs its use. So, from a passionate or holistic perspective, passion is 90 degrees away from logic, because it also arrives at a conclusion – where to put our logic to work. But, from a linear or reason based perspective, passion is 270 degrees away from logic, because it keeps creeping into the purity.

So, linear thinking says – logic and passion are nothing alike because logic requires evidence and proof and passion does not. But from a holistic way of thinking, logic and passion are quite alike because each arrives at conclusions, and it requires both to direct and then implement logic – they are team members of the greater process.

Now this runs right up against the nature of the philosophy of duality. Linear thinking is going to see things as components, separate entities whose borders, perhaps even their natures, can be precisely defined. Things have edges that define them. And this is what K/T is all about – defining things as independent components. And this is how the model of the Dramatica theory was built – in order to best service and communicate with a linear society.

But, the holistic side of the Dramatica theory is more inclusive, rather than exclusive. It focuses on how separate things are actually interconnected, parts of a family or a greater whole.

For a more practical example of this, check out this video clip on my web site about main and influence characters. One of them is going to say, “you and I are both alike” and the other will respond “we are nothing alike.” I’ll tell you why they do this and how it relates to exclusive/inclusive and duality after you see the clip.

Here’s the ink: http://storymind.com/video/examples/you-and-i.mp4

Now that you’ve seen the clip, you can see how often that conversation comes up in stories. And yet we never see it as cliche, because it is the core and essence of that duality problem.

One is saying, “We are nothing alike because I am an apple and you are an orange,” and the other is saying, “No, we are both alike because we are both fruit.”

So, one is using linearity to find the differences that define us as individuals, and the other is using holism to find the similarities that bind us together as a group.

Fact is, each one is right, but each thinks the other is wrong. Why? Because neither can conceive that there is no single answer to the question, “are we alike?” because in some ways we are and in other ways we aren’t.

But why would we have these two perspectives yet never reconcile them? Simply put, life experience shows us that under some conditions, it is better to see things as separate and other times as part of the same group. This is how we determine friend from foe, mine from yours, and even defining ourselves sometimes as individuals and sometimes as part of a family.

Children struggle with this as they grow up, first seeing themselves as part of the family, then trying to find their place within it, then trying to define themselves independently of it. But the truth is that we, like Schrodinger’s Cat, are both independent and dependent at the same time.

That is the core problem in the United States – are we United or are we States? There is no single answer because we are all part of the collective, yet at the same time each state has rights independent of the nation as a whole.

These concepts appear over and over again both in the elements of story structure and in the subject matter we explore in stories because choosing one view over the other is never absolute and must be determined by experience for a given context, yet is always changing, drifting, and what was best seen linearly this week (or in our childhood) may be better seen holistically (as an adult) at this time (though it might change again next week).

Linearity looks to the long-wave truths, calls them predicable, labels them as a law, sets up rules to impose the law, and defines any instance where it doesn’t work as an exception.

Holism looks to the short wave truths, calls them “evolving,” labels them as trends, breaks down barriers to encourage evolution, and defines any instance where change does not occur as an obstacle.

Both are true, neither is right.

In the movie, Kingdom of Heaven about the time of the crusades and the struggle for the control of Jerusalem, the Crusader philosophically asks the leader of the Muslims, “What is Jerusalem worth?” The Muslim leader replies, “Nothing,” turns to walk away, turns back and replies again, “Everything.” And THAT is the truth.

Those who go in search of the answer are already looking in the wrong place, because there is no answer. There are two points of view of equal value conceptually, but different value specifically.

When I was around 5 – before Kindergarten – I was on my swing set on an overcast day with a seamless gray sky. I wondered if I could swing high enough so that nothing but gray would fill my field of vision – no swing set edge, no bushes, no trees – no frame of reference.

I swung higher and higher, and after nearly toppling the swing set, for one brief moment, I saw nothing but gray. And I stopped my swing and sat there and wondered – If there was nothing that existed, would it be black because there was no light or gray because there was no black either?

This was an unsolvable problem. I could see it both ways. But clearly neither was more compelling as being the absolute truth of the matter. In my own childish terms, I realize that there were some questions to which there was not a single all-conclusive answer.

I wasn’t bothered by that so much, but I WAS bothered by the notion that there could be something in existence about which my mind was incapable of finding a single answer. In those days, I was sure the answer existed, I remember thinking, maybe God can see the answer. But if he can, then why is mind mind forever incapable of knowing the answer – in what way is my mind inferior to God’s?

Imagine what kind of five-year-old I was to be thinking such thoughts on my own in the back yard while my mom thought I was just playing on the swing set….

So, the fact that such an answerless question could be asked did not ruffle me, but what stuck in my craw and, in fact, guided everything I explored since – especially my work in developing Dramatica and the Story Mind and Mental Relativity, was to at LEAST find an answer to the question of why my mind is incapable of seeing the answer that surely must exist!

I couldn’t answer THAT question with Dramatica. I couldn’t answer it with 64 years of life-experience. But eventually I did answer it. And then I found peace.

Simply, it isn’t that one side divides and the other multiplies or even one side is exclusive and the other inclusive or even one side defines the differences and the other defines the similarities. No, the way to grok the equation is, one side separates and the other blends.

That blending part is what you don’t see in the dramatica model directly, but it’s affect is omnipresent.

Whenever we abandon our common societal view to step into the shoes of another culture, we discover the same thing – there are those in each society who see the other society as different and those in each society who see the other as the same. But what you don’t often find are those who see the two societies as being both different AND the same.

Embracing that perspective is the closest we can come to becoming one with the Truth.

My advanced work on Dramatica has all been about modeling that. Pretty complex stuff trying to describe something rather simple, but isn’t that always the case?

Now, I don’t expect this note to open your eyes to any new ways of looking at anything or to put peace on your table along with the meat and potatoes, but, like Prince Rupert’s Drop (Google it and watch a video – it’s a cool physics effect), I expect it to disintegrate against against your hard-earned life experiences, at first, and then, by the time you’ve assimilated it for a while, the almost invisible shock wave of this concept will reach the root of the questions you set out to answer, and will work its way back up from your premises to your conclusion, shattering previous perspectives along the way.

But that is not my purpose.  Rather, the point for the here and now is to open a door to an additional realm within the Dramatica theory that leads to a more sweeping and more practical appreciation of the model as it initially appears and as you have currently applied it.

Melanie Anne Phillips

Duality and Dramatica

For fans of the Dramatica Story Structure Theory (and software):

Here’s part of a note I recently sent to a Dramatica user who is currently focused on the concept of Duality. Now, this note won’t make much sense if you don’t know anything about Dramatica, but you can get a pretty good crash course here at http://storymind.com/dramatica/ where you can download a free copy of the Dramatica Theory Book and learn all about the concepts behind this approach to narrative.

Here’s my note:

Duality holds initial increased clarity but is a dead-end if you stop there. The quad provides all of the perspectives necessary to see any situation or feeling under study as a dynamic, rather than just two perspectives on the same thing. Two of the elements of the quad are dynamics, and two are elements. This is exactly the same as Yin and Yang. Most people see the Yin Yang symbol as just two things, male and female. But it actually has four parts: each comma-shaped area, and within each a dot. The dots are the elements, the commas are the dynamics. In a quad, mass and energy are the dots – the binary and the immediate. Space and time are the commas – the higher dimension of dynamics in which the elements exist, but are also guided by the dynamics as water might flow around a rock.

Yeah, I know, pretty philosophic from someone who co-created the very definitive Dramatica chart that operates more like a Rubik’s cube. But Chris and I were always aware that the visualization we use to present Dramatica only expresses the digital side, at the expense of the additional analog truth that operates in the same space-time.

–Melanie Anne Phillips

Story Structure – Guidelines, Not Rules!

Of late, I’ve been working with the concept that perfect story structure is a myth – and should be! As they say in the first Pirates of the Caribbean movie, “it’s more of a guideline than a rule.”

In story creation, one should ignore structure up front because we all think in narrative to begin with, subconsciously – that’s what narrative is: the pattern or framework we use to find meaning.  And since narrative is how we think, every creative work we bring into the world already has an embryonic narrative structure forming in our subject matter.

The problem is that often subject matter may engender multiple potential narratives that are incompatible with one another at some or many levels. And the job of structuring is to find and refine those potential narratives so that one may be selected as the one round which you build your story.

This creative process tends to take place through four stages of story development:

1. Building your story world – who’s in it, what happens in it, what it all means.

2 Finding the path you want to follow through that world – basically your story’s timeline.

3. Adding in structural story points to act as the cornerstones and lynchpins of your story.

4. Determining the complete structural storyform that best matches your intent for the story.

In that final fourth stage, you use the storyform as a blueprint for your story, but have a lot of leeway in how closely you adhere to it. No one reads a book or goes to a movie to experience a great structure. They go because of their interest in the subject matter and a desire to have the expression of that subject matter ignite their passions.

And so, aside from the most crucial story points, an actual story (as opposed to a theoretical ideal story) can vary considerably from structural perfection whenever the process of making it more structurally accurate would undermine the flow of passion or short change the exploration of the subject matter.

Knowing, for any given story, which story points are crucial and how far one can drift, is a result of experience: the more you practice, the better you get.

Melanie Anne Phillips
Co-Creator, Dramatica

Learn more about Dramatica Story Structure Software

Jurassic Park: Building A Better Dinosaur!

By Melanie Anne Phillips

Here’s a flashback article from the early days of the Dramatica theory of narrative structure back in the mid 1990s.  It is the first article I wrote in a series of “Constructive Criticisms” in which I showed how Dramatica could have improved highly successful movies and books, not just ones that were obviously flawed.

We knew Dramatica was a powerful new way to look at structure.  And to convey this to others, we figured that while anybody might show how to make a bad story better, we had the method to show how to make a great story superlative.

So, here’s the original article as it appeared in the first edition of our Storyforming Newsletter…

Jurassic Park: Building A Better Dinosaur!

Jurassic Park is wonderfully entertaining. The concepts are intriguing, the visuals stunning. Everything it does, it does well. Unfortunately, it doesn’t do enough. There are parts missing, little bits of story DNA that are needed to complete the chain. To be fair, these problems largely result from the mostly faithful adherence to the dramatic structure and dynamics of the book upon which the movie is based.

Storyform, the structure and dynamics of a story, is not medium dependent. What works in one medium will work in all others. Storytelling, however, must vary significantly to take advantage of the strengths and avoid the weaknesses inherent in any format. Jurassic Park makes this storytelling translation very well, but the flawed dramatics were nearly lifted intact, shackling the movie just like the book with a Pterodactyl hanging `round its neck.

Yet criticisms are a dime a dozen. Suggestions for improvement are much more rare. Fortunately that is the strong suit of the Dramatica theory. Here is one plan for building a better dinosaur.

Dramatica Background

As a starting point, Dramatica denotes a difference between a Tale and a Story. A Tale describes a series of events that lead to success or failure. It carries the message that a particular way of going about solving the problem is or is not a good one. But a Story is an argument that there is only one right way to solve a problem. It is a much more potent form that seeks to have the audience accept the author’s conclusions.

To gain an audience’s acceptance, an argument (Story) must appeal to both logic and feeling. To make the logical part of this argument, all the inappropriate ways a problem might be approached need to be addressed and shown to fail. Each one must be given its due and shown not to work except the one touted by the author. This is accomplished by looking at the characters and the plot objectively, much like a general on a hill watching a battle down below. The big picture is very clear and the scope and ramifications of the individual soldiers can be seen in relationship to the entire field.

However, to make the emotional part of the argument, the audience must become involved in the story at a personal level. To this end, they are afforded a Subjective view of the story through the eyes of the Main Character. Here they get to participate in the battle as if they were actually one of the soldiers in the trenches. It is the differential between the Subjective view of the Main Character and the Objective view of the whole battle that generates dramatic tension from which the message of the story is created.

By comparing the two views, the argument is made to the audience that the Main Character must change to accommodate the big picture, or that the Main Character is on the right track and must hold on to their resolve if they hope to succeed. Of course, the Main Character cannot see the big picture, so they must make a leap of faith near the end of the story, deciding if they want to stick it out or change.

Now this relationship between the Main Character and the Objective story makes them a very special character. In fact, they hold the key to the whole battle. They are the crucial element in the dramatic web who (through action or inaction) can wrap the whole thing up or cause it to fall apart. As a result, the personal problems they face reflect the nature of the Objective problem of the story at large.

To the audience there are two problems in a story. One is the Objective problem that everyone is concerned with; the other is the Subjective problem that the Main Character is personally concerned with. Although the problems may be greatly different in the way they are manifest, they both hinge on the crucial element in the Main Character as their common root. So, to be a complete argument a story must explore an Objective AND a Subjective problem, and show how they are both related to the same source.

Jurassic Park Analysis:

Jurassic Park attempts to be a story (not a tale) but does not make it because its exploration of the Subjective problem is lacking.

The Objective problem is clearly shown to be caused by the relationship of Order to Chaos. The message of the logical side of the argument is that the more you try to control something, the more you actually open yourself up to the effects of chaos. As Princess Leia put it to the Gran Mof Tarkin in Star Wars, “The more you tighten your grip, the more star systems will slip through your fingers.”

Since Order is actually the problem, the Chaos must be the solution. This is vaguely alluded to in Jurassic Park when the Tyrannosaurus wipes out the Raptors, unknowingly saving the humans. Although the point is not strongly stated, it is sort of there. We will come back to this point later to show how it should have been a much more dramatically integral event than it was. The important concept at the moment is that as far as it goes, the Objective Storyline is fairly close to what it should be, which is true of most action-oriented stories.

It is the Subjective Storyline that fails to fulfill its dramatic mandate in Jurassic Park. To see how we must go back to the very beginning of the film, to our Main Character, Dr. Alan Grant. Since Dr. Grant contains the crucial element, we would expect him to intersect the Objective Story’s problem by representing Order or Chaos. Clearly the author intended him to represent Order. This means that he contains the Problem element (the inappropriate attitude or approach that is the underlying source of the Story’s troubles), rather than the Solution Element, and as such must Change in order to succeed.

The entire first scene with Grant at the dig should have illustrated his love of Order. All the elements were there: a disruptive boy, a randomly sensitive computer, a helicopter that comes out of nowhere and ruins the dig. All of these things could have illustrated Grant’s hatred of Chaos and his quest for Order. Using the same events and incidents the point might have been made in any number of ways, the easiest being a simple comment by Dr. Grant himself.

Unfortunately without any direct allusion to Order being his primary concern, Dr. Grant comes off simply as finding disruptions inconvenient, faulty equipment annoying, and kids as both.

Why is it so important to set up the nature of the problem so early? Well, one of the major problems with the Jurassic Park storyform is that we really don’t know what the problem is until near the end of the first act. Certainly almost every movie goer must have been aware that this was a picture about an island where they cloned dinosaurs back to life, and they run amok wreaking havoc – that’s all storytelling. But that doesn’t say why. The “Why” is the storyform: the excuse, if you will, for having a story to tell. If the point of contention had been established up front, the whole thrust of the picture would have been given direction from scene one.

Just stating that Dr. Grant shares the problem with the story is obviously not enough. The relationship between his view of the problem and the Objective view of the problem is what explores the concept, makes the argument, and allows the Main Character to grow. Ultimately, it is the differential between the two that brings a Changing (versus Steadfast) Main Character to suspect the error of their ways and make a positive leap of faith. They see the problem outside themselves, then find it inside themselves. They change the inside, and the outside follows suit.

What does this mean for Jurassic Park? As it is, Doctor Grant’s attitude toward John Hammond’s ability to control the dinosaurs is one of skepticism, but not because of Order, because of Chaos. Grant simply agrees with Ian Malcolm, the mathematician. This makes the same point from two directions. But Grant’s function is not to tout Chaos, but to favor Order. Only this point of view would be consistent with his feelings toward the children.

As illustrated in the table scene with Hammond, Ian, and Elissa, Grant jumps from representing his original approach to representing the opposite, neutralizing his effectiveness as owner of the crucial element and taking the wind out of the dramatic sails.

This problem could have been easily avoided and strong drama created by having Dr. Grant continue to believe that the park is unsafe, but for different reasons.

(Note: The following proposed scene is designed to illustrate how Grant’s and Ian’s positions on what is needed for the park to be safe is different. The storytelling is minimal so as not to distract from the storyforming argument.

GRANT

How can you be sure your creations won’t escape?

HAMMOND

Each compound is completely encircled with electric fences.

GRANT

How many fences?

HAMMOND

Just one, but it is 10,000 volts.

GRANT

That’s not enough….

HAMMOND

I assure you, even a T-Rex respects 10,000 volts!

GRANT

No, I mean not enough fences. It’s been my experience that Dr. Malcom is right. You can’t count on things going the way you expect them. You need back-ups to your back-ups. Leave a soft spot and Chaos will find it. Put three fences around each compound, each with a separate power source and then you can bring people in here.

MALCOLM

That’s not the point at all! Chaos will happen no matter how much you prepare. In fact, the more you try to control a situation, the greater the potential that chaos will bring the whole thing down.

In the above scene, Grant stresses the need for even MORE control than Hammond used. This clearly establishes his aversion to giving in to chaos. But Ian illustrates the difference in their points of view by stating that the greater the control you exercise, the more you tighten the spring of chaos.

What would this mean for the middle of the story? Plenty. Once Grant and the children are lost in the open with the thunder lizards, he might learn gradually that one must allow Chaos to reach an equilibrium with Order. Several close encounters with the dinos might result in minor successes and failures determined by applying Order or allowing Chaos.

As it stands, Dr. Grant simply learns to care about the children. But what has really changed in him? What did he learn? Would it not have been more dramatically pleasing to have the children teach him how chaos is not just a disruptive element, but sometimes an essential component of life? And would it not make sense for someone who has spent his whole life imagining the way dinosaurs lived to be surprised by the truth when he sees them in person? What a wonderful opportunity to show how the Orderly interactions he had imagined for his beloved beasts are anything but orderly in the real world. So many opportunities to teach him the value of Chaos, yet all we get is “They DO travel in herds… I was right!” Well, that line is a nice place to start, especially if you spend the rest of the story showing how wrong he was about everything else. Truly a good place to start growing from.

Perhaps the most disappointing aspect of the Subjective Storyline is the manner in which they escape in the end. Grant and the kids are sealed in the control room, but the Raptors are right outside. The girl struggles to get the computer up so they can get the door locked. This of course, merely delays the Raptors until the helpless humans can escape into another Raptor attack. Then out of nowhere, T-Rex conveniently barges in, kills the Raptors and allows the humans to escape? Why? Why then? Was T-Rex just waiting in the wings for his cue?

Let’s describe one possible ending that would’ve tied in Chaos, Dr. Grant’s personal problem of order in the Subjective storyline, his growth as a character and eventual change, AND have all this force a successful outcome to the Objective storyline.

Imagine that earlier in the story, when the power went down it only affected some of the compounds, not all. So only some of the areas were open to the roving dinos. Rather than having Elissa get the power back on for the fences, she merely powers up the computer system, but then no one can boot it up.

Dr. Grant and the kids make it back to the control room, barely escaping the T-Rex who is trapped by one of the functional electric fences. They climb over the fence on a tree knocked down by the Tyrannosaurus. The Raptors are at the door of the control room, the girl goes to the computer to lock the door. She locks it, then tells Grant she can bring up the rest of the fences. There might be some kind of visual reminder in the room (such as a dino picture) that Grant (and the audience) associate with his major learning experience with the kids about needing to accept Chaos. Grant almost allows her to bring up the power, then yells for her to stop. He tells her not to bring it up, but to actually cut the power on all of the fences.

Just as before, the Raptors break in, the humans escape onto the dino skeletons. NOW, when T-Rex comes in to save the day, it is solely because of Dr. Grant’s decision to cut the power to the fence that was holding him in. Having learned his lesson about the benefits of Chaos and the folly of Order, he is a changed man. The author’s proof of this correct decision is their salvation courtesy of T-Rex.

Equilibrium is established on the island, Grant suddenly loves kids, he gets the girl, they escape with their lives, and all because the crucial element of Order connected both the Objective and Subjective storylines.

Certainly, Dramatica has many more suggestions for Building a Better Dinosaur, but, leapin’ lizards, don’t you think this is enough for one Constructive Criticism?

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